Professional Projets
Under the Waves | Parallel Studio
Technical Game Designer
I worked on this project for 3 years, from its pre-production to the release.
I was involved in the design and integration of various mechanics, such as drone AI, the various bunkers and puzzles, as well as all the game's interfaces.
UX Design
Unreal Engine
Blueprint
Balancing
Dark Days - Port | Parallel Studio
Technical Game Designer
During the porting of Dark Days for PC / Console, I had the opportunity to work on the game's new UX.
Originally released in VR, all the interfaces, tutorials and even the overall menu flow had to be redesigned.
King of Trial
Game Designer
Mobile management serious-game originally created during Medical Game Jam 2019, which we decided to pursue as a full project after receiving the first price.
In charge of the communication with the doctors who worked with us, I was responsible for developing the game's various cards and their balancing..
School Projects
Astreia's Gift
Puzzle game developed for Nintendo Switch.
As the project is based on a complex system of two overlapping worlds, we had to think, prototype and test our puzzles many times over.
I was also involved in the integration of menus and the development of all our design documentation.
Blue Lagoon
Underwater narrative adventure game created in the space of two months.
Responsible for the narrative and level design of the game's final zone, I also developed in Blueprint the game's complex systems, such as quest management and the dialog system.
Hook Up
VR rail action game on Oculus Quest.
As this was my first experience on a VR project, it was essential to work on the gamefeel and 3Cs as much as possible, especially in such a fast-paced game.
Made entirely in Blueprint, special care was taken to optimize the game so that it could run in VR without any technical problems.
MekaGob
Turn-based RPG made on Unreal Engine 4.
On this project, I was able to concentrate on the balancing and economy of the game through several Excel documents.
We had to build a complete RPG system, with various attacks, four character classes and enemies of different levels.
Steam Pilots
Asymmetrical cooperative game made on Unity.
A major amount of design work was done on this project to meet the main requirement: we had to create an original controller ourselves.
In addition to designing every action the players could perform and the level design of the various levels, I was also the group's sole developer.
Eclipse
Simplistic stealth game made on Unity.
In this project, I was in charge of a large part of the design documentation, including several flowcharts establishing enemies behavior.
I also worked on the level design of a portion of the game, as well as QA testing and communication with the developers..
Personal Projets
L'Ère des Mages
Trilogy of fantasy novels for young adults.
To write these novels, I did a lot of preparatory work on the universe and the characters to ensure their coherence.
I also took all the necessary steps to self-publish the books myself.
Carnage
Strategy and bluff-based board game.
For this project, I iterated several times on the game rules and the different role cards impacting gameplay, testing the game with different types of players.
I've also made several paper prototypes, whether to organize test sessions or simply to work more efficiently.
Game Jams
CarKass
Multiplayer action game created for Global Game Jam 2020.
In a team of 6, we set out to create a concept offering fun, fast-paced games around the theme "Repair".
I juggled between development tasks to complete the project on Construct 2 and design tasks to balance the gameplay and, above all, the game's 3Cs.
Super Chain Master
Action-puzzle mobile game based on fast, satisfying gameplay.
After participating in the design of the basic concept, a mix of Tetris and Candy Crush, I worked mainly on balancing the game.
Apart from the level design, which offered a challenge with a false sense of difficulty, we had to make each of the player's powers fun and easy to understand.
Game Dev Pa$$ion
Mobile management clicker in which players control their own video game studio.
Produced as a satire of the hyper-casual mobile industry, particular care has been taken with the game's juiciness and atmosphere, to give it a dynamic, colorful feel.
I also worked on balancing the evolution curve of the studio and its employees according to the success of the games produced.